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April 18, 2015
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April 18, 2015
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Video: How BioWare built enough content to fill The Old Republic  
by Staff [04.17.15]
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Design, Production, Console/PC, Social/Online, Video, Vault

'Where do you make your games?' 1
by Christian Nutt [04.17.15]
We have a diverse crowd making games these days -- so why not take a look at their workspaces?
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Examining the ethics of free-to-play games Exclusive 119
by Mike Rose [04.16.15]
F2P devs toss around the term 'whales' -- but what are they? What are their lives like? And should designers stop targeting them? This classic piece examines the ethics surrounding the issue.
Business/Marketing, Social/Online, Smartphone/Tablet, Exclusive

Don't Miss: Riot's League of Legends postmortem 15
by Christian Nutt [04.15.15]
Leaders from the development team behind League Of Legends share what they learned from building and running their community-centric game during GDC 2011's Social & Online Games Summit.
Business/Marketing, Design, Production, Art, Console/PC, Social/Online

U.S. government backs summit to unite teachers and game makers 7
by Alex Wawro [04.14.15]
The U.S. Dept. of Education will help host the first-ever "Games for Learning Summit" to try and bring educators and developers together to discuss how to best design games for use in the classroom.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Don't Miss: How game developers come to grips with self-promotion Exclusive 17
by Leigh Alexander [04.14.15]
In 2014, Gamasutra spoke at length with developers who have been forced to acclimate to a world where they have to market their own games, do their own press outreach, and create their own materials.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Adding debt to your daily Scrum 4
by Gamasutra Community [04.14.15]
"After being stung by it a few times... Iíve added a fourth question that everyone is expected to answer in daily Standups: What debt have I incurred?"
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

This Week in Video Game Criticism: From Game of Thrones to game preservation  
by Kris Ligman [04.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from choice in Telltale's Game of Thrones to responses to the Entertainment Software Association's position on games preservation.
Design, Console/PC, Indie, Social/Online

Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

Understanding the successful relaunch of Final Fantasy XIV 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot a failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Social/Online

Diversity, communication, and Animal Crossing: New Leaf 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 16
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Ethical Free-to-Play Game Design (And Why it Matters) 109
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

A Jedi Saga 5
by Raph Koster [04.17.15]
Star Wars Galaxies has been controversial for years thanks to a series of design decisions made both before and after launch. Among these was how Jedis were handled. Here's the design postmortem!
Design, Console/PC, Social/Online

Progression Control in Sim City BuildIt  
by philipp zupke [04.17.15]
A closer look at how the balancing of the economy in Sim City BuildIt affects the player progression.
Design, Social/Online

The most important reason to register your copyrights  
by Zachary Strebeck [04.16.15]
Game lawyer Zachary Strebeck looks at the big reason you should register your copyrights sooner than later: more money. A prompt registration allows you to get damages for infringement without having to prove how you were actually damaged.
Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Speed Matters  
by Jozo Kovac [04.16.15]
Everyone wants to know their players. But to truly understand them you need lot of data. With lots of data you get lots of problems. How do you manage this without losing your hair? This is how we did it...
Business/Marketing, Design, Programming, Social/Online, Smartphone/Tablet

Analysis: Top 20 Games on Twitch in March 2015 3
by nicolas cerrato [04.16.15]
What are the most popular games in live streaming? What can the numbers tell us? Looking at the top 20 most watched games on Twitch in March 2015, I used filters such as Platforms, Business Models, Publishers and more to better identify success patterns
Business/Marketing, Social/Online

GlassLab, Inc. — Redwood City, California, United States
Backend Engineer
Backend Engineer

GlassLab, Inc. — Redwood City, California, United States
Front End Engineer
Front End Engineer

GlassLab, Inc. — Redwood City, California, United States
Systems Engineer
Systems Engineer

GlassLab, Inc. — Redwood City, California, United States
Data Engineer
Data Engineer

SGN — Los Angeles, California, United States
Level Designer
Level Designer

Shiver Entertainment — Miami, Florida, United States
Game Programmer | C++ Engineers
Shiver is Miami's newest video game start-up, backed by industry veterans and sizable capital.

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
Lead 3D Artist
Lead 3D Artist - Star Trek, Game of Thrones, fantasy/horror/sf licensed IP

Sega Networks Inc. — San Francisco, California, United States
Mobile Market Analyst

Sega Networks Inc. — San Francisco, California, United States
Product Analyst

Playtika Santa Monica — Santa Monica, California, United States
Systems Designer